Spelljammer is coming to fifth edition Dungeons & Dragons on August 16th, 2022! Spelljammer: Adventures in Space will contain three books and include everything from player options to an adventure designed for characters of levels 5–8.
For those who don't know, Spelljammer is more than a D&D setting that allows players to board magical flying ships, traverse intergalactic causeways, meet all types of weird creatures, and visit destinations beyond their wildest dreams. Well, actually, that's precisely what Spelljammer is. To prep you for your spacefaring adventures, we'll take you through a crash course of what any good spelljamming adventurer needs to know before launching into the expanse of space.
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So, You Want to Go to Space
Space in Spelljammer isn't real space. It's a sort of magic space, commonly known as Wildspace. Once you leave the atmosphere of whatever planet you're on, you'll enter a vast, deadly vacuum, much like when you leave a planet in real life. Before we discuss the differences between our space and Wildspace, let's look at most astral adventurers' vehicle of choice: spelljamming ships!
Spelljamming Ships
The most effective way to travel through Wildspace is to use a ship specifically built for such a purpose. Spelljamming ships come in a wide variety of styles. Some resemble naval vessels, while others resemble giant insects or sea creatures.
These ships are typically captained by a single person who uses their magical powers to make the ship fly through atmosphere and Wildspace. The spellcaster in charge of making the ship move sits in a throne-like device known as a spelljamming helm. The helm allows the spellcaster to take complete control of the ship and fly it with their thoughts, akin to moving a limb.
Air Envelopes
Wildspace can be traversed by anyone or anything that leaves a planet's atmosphere, for a short time at least. Objects that enter Wildspace from a breathable atmosphere take small pockets of air with them, known as air envelopes, that they can use for … well … breathing.
Unfortunately, creatures leaving a planet's atmosphere will exhaust the air in their envelope in 1 minute. Once the air from their air pocket runs out, they will only be able to hold their breath for 1 + their Constitution modifier minutes (minimum 30 seconds) before they begin suffocating. This is why most creatures venture into Wildspace aboard spelljamming ships. These ships are much larger than a single creature and can therefore bring 120 days' worth of fresh air with them, as long as they are not overcrowded. Typically, a ship's air envelope extends as far out in any direction as the ship is long (see image below).
After 120 days—or if other extenuating circumstances occur—and the ship's air envelope hasn't been replenished, it becomes "foul air." Mechanically, this means that creatures who breathe the air receive the poisoned condition until they breathe fresh air. In reality, this means the air smells and feels like the equivalent of a locker room on a hot day. If the air envelope still hasn't been replenished after another 120 days after the air fouls, the air envelope becomes "deadly," and all creatures within the air envelope begin to suffocate.
Merging Air Envelopes
So, you've just left your lovely clean-aired planet, and you think you're safe with your fresh air envelope on a relatively short journey to another world. Think again. If a bigger ship comes along with a not-so-fresh air envelope and merges with your ship's air envelope, you will take on the atmosphere of said ship.
This can cause quite a dire situation when you merge with the depleted atmosphere of a clockwork horror-crewed ship that tries to strip your vessel of parts. But, don't worry, after you're finished fighting off the waves of killer robots, you can refresh your air envelope at any nearby planet (assuming you don't suffocate first).
Gravity
The second key difference between real space and Wildspace is that gravity tends to work "conveniently" rather than being an unerring force of nature that cares not for the petty whims of mortals.
For massive objects like moons and planets, gravity works similarly to how we experience it. Hopefully, gravity is pulling you down to the center of the earth so you can walk on the surface without feeling a change—which is how it works for these large bodies in Wildspace. For objects like spelljamming ships, gravity functions as a plane that cuts through the horizontal axis of the vessel and extends the length of the air envelope (see image above). This allows creatures to walk on the deck of a ship and even flip upside-down to walk on the bottom of the ship, though it can cause some issues when two ships collide.
While air envelopes are affected by getting close to another ship, gravity planes only interact when contact between two or more ships is made. When this happens, you better hope you're buckled up because the ship with fewer hit points immediately comes under the effect of the gravity plane from the vessel with more hit points.
If you were to fall off of a ship—say, as a result of changing gravity planes—and you can't land on a surface affected by a gravity plane, you will begin to drift into Wildspace. In this case, the ship's gravity will keep you around, but not for long. Any untethered creature or object drifts 10 feet per minute toward the back of the ship's air envelope, opposite the direction the ship is moving. This can be dire for creatures that need to breathe, as they will eventually exit the ship's air envelope and have minimal time to find breathable air. (For tips on surviving this debacle, check out our primer on creating characters for Spelljammer adventures.)
Leaving Your Comfort Zone (and Galaxy)
With access to Wildspace, creatures are not confined to one planet—or even one universe! The infinite possibilities of the multiverse await adventurers brave enough to venture into the unknown dangers beyond their world.
Exploring a Wildspace System
Every D&D world is surrounded by an airless void known as Wildspace. This vast place of asteroids, planets, stars, and—strangely enough—alien sea creatures is what you get if you combine the expanse of space with the teeming ecosystem of the ocean. There are infinite Wildspace systems that contain countless D&D worlds, most of which are eponymously named after their defining characteristic. Take, for instance, Realmspace, the Wildspace system in which Toril, the world of the Forgotten Realms setting, is located.
These systems contain any number of exciting places. In Realmspace, the most interesting of which is a hive of lawless debauchery (and intergalactic diplomacy) known as the Rock of Bral. An entrepreneurial pirate originally founded this outpost, and it now serves as a crucial trading post for intergalactic travelers.
If you're looking to travel to locations beyond your Wildspace system, one of the simplest (but certainly not the safest) ways to get there is through the Astral Plane.
The Astral Plane
Surrounding every Wildspace system is an unending plane of silvery light called the Astral Plane. This realm of thought and dream acts as a transitory plane that can connect Wildspace systems and can even be used to access the Outer Planes of the gods. All one needs to do to access the Astral Plane is depart from their world and travel away from the center of their Wildspace system (only a couple hundred million miles or so) until the inky black of Wildspace begins to turn into the shining silver of the Astral Plane.
Once in the Astral Plane, creatures can move using thought, and don't need to eat, drink, or breathe. All creatures that enter the Astral Plane can also determine the direction they need to travel to reach their destination simply by thinking of it. This may make it seem like traversing these silvery, intergalactic causeways will be a breeze, but that's what everyone thinks until they get swallowed by an astral dreadnought.
Even though spelljamming ships are unnecessary to survive in the Astral Plane, most spacefarers using the Astral Sea to pass between Wildspace systems stay with their ship. This is because once they exit the Astral Plane, all necessities (such as air, food, and transportation) will again become a requirement.
So Long, and Thanks for All the Gith
Well, you should be good to blast off for Wildspace now. As I said, Wildspace isn't real space. You don't need decades of schooling and hundreds of hours of simulations to get up there. Wildspace is where any adventurer possessing a magical ship can launch themselves into the cosmos and find wonders beyond imagination or an excruciating death. Or both!
Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.
Cool! Well, hmmm, looks like the campaign I'm Dming just got a whole lot closer to finishing. And we'll have to change settings, oh dear...
Can I get an F in the replies for our fallen OG material
I don't know what this article is saying by "forget everything you know about space". I assumed it was general knowledge that long things generate exactly 1G of gravity.
F
Though the gith overthrew their illithid captors eons ago, they aren’t exactly on great terms and tend to kill each other on sight
aka, judoon from Doctor Who. Also, does anyone else notice that the song "Big Old Jet Airliner" sounds like "Pickled Jedi Rhino"? Now I want to run a conspiracy theory one that was based on someone mis-hearing the song, but it turns out to be true.
I'd bet second edition has had it literally longer than you've been alive. I'm so looking forward to playing a Giff.
It's good to see the Flumph artwork above. Gives me hope they might make it into 5E after all. They have been too long gone. Though they made a brief appearance in DotMM, they weren't given a full treatment.
They are in the Monster Manual, fully statted out.
Unless you mean more Flumph lore, in which case I want that too. And you, yeah you, reading this, you want more Flumph lore too, even if you don't know it yet.
Hey, talking about Crystal Spheres and Phlogiston for a few moments.
In AD&D 2E, the Crystal Spheres are incompatible with how the DMG, Manual of the Planes and Planescape describe the planes functioning. The Phlogiston, likewise, is incompatible with the core cosmology. This doesn't make them less fun - and I'm not saying the concept wasn't fun. However, when you take something incompatible and shoehorn it in, it causes problems. Those problems took more than 11 pages of the Concordance of Arcane Space, as well as a chunk of Lorebook of the Void - but still didn't get there and had to be addressed again by the Complete Spacefarer's Handbook. There was a burden - largely ignored - on every supplement after Spelljammer to at least recognize Spelljammer existed and say a word or two, and for Spelljammer to tackle the existing settings - likewise taking up a significant chunk of space in the books.
The Astral Sea in its current form didn't exist in AD&D 2E lore. It is a wonderful in its current form. As currently described - without seeing the rule book to confirm - the prime material plane transition to the astral plane works exactly as described in the AD&D 2E DMG, Manual of the Planes and Planescape campaign setting. Exactly as described there. It doesn't require anything special to explain the Gith and Illithid presence.
But importantly - it doesn't require revisiting every spell, feat, ability and class feat to align with what the Phlogiston was. This alone saves probably 20 pages and makes entire subclasses viable that would otherwise not be. The Phlogiston still potentially could appear in some form here and there - letting you potentially tell those stories - without impacting large sections of the setting.
While I do not like the changes to Psionics, for example, from how D&D has previously always handled them back to 1E - I accept we get what we get from Wizards in that regard. And more importantly, I understand why they want them to work the way they do.
However, for Spelljammer - I think aligning with Planescape is very likely to be the best thing that possibly could have happened to the setting. Because if you go back to 1989 Dragon Magazines and look through, this has always been an argument used against the setting - that it doesn't play nicely. By default, every world interacts with the Astral - that's built into spells, abilities, etc. - and so you don't have to special case anything. And it really feels, to me, to be appropriate from a design standpoint.
Just saying - it seems to me to be a really smart decision. You can still mourn the change - and if you really want to, as the boss of your table, your DM can put all this right on back in. But at the end of the day, I think aligning with Planescape is absolutely the right thing to do for the setting's long term viability.
Wishes do come true. Can't wait for my DM to incorporate Spelljammer. In our 3.5 Spelljammer campaign we destroyed half of the Illithid race (I hate mindflayers). Now we can concentrate on the other half. Yeah!
you gotta tell this story, i need to know how-
I'm going to create a spaceport or something on my world called the "Spelljammer Launch System" (SLS). Or maybe it'll be a type of Spelljamming helm?
if this is the case then imma have to rewrite a truckload of my homebrew campaign world's cosmology, cause it heavily relies on their existence. actually you know what? Even if they don't add it in, I'm still gonna say that it's there, but this time, it'll be an anomaly.
During your journeys through the astral sea, you've seen enough inexplicable things to drive anyone else insane, but this thing takes the cake. A giant, impenetrable black sphere, and it's the size of a galaxy. You've been sailing portside of it for days, but It just keeps going on and on without end. every now and then you swear you see something like an eye or a tentacle moving under it, and every time you think you see it, it brings this inexplicable chill up your spine and into your skull, where it feels like it crawls through your blood vessels like the grasp of a spider reaching around your brain. more recently you just try to ignore it; you're a busy adventurer after all. Still, you can't help but wonder if anyone could be trapped in there...
What level do you have to be to use the Helm of a spelljammer
So stoked for this. I never played SJ back in the day, I thought it looked silly. Now, that silliness looks attractive and weird and wild, so I will definitely be jumping onto this. I even got tons of the old Spelljammer material, so if I want or need I can compare it to the original sourcebooks and salvage what I need.
I have been waiting for this for far too long... Spelljammer 5e. Now, where is Dark Sun?!
CAPSLOCK IS OUR FRIEND!
IT'S THE ONLY WAY WE CAN ACHIEVE ESCAPE VELOCITY!
I am much more excited about this than I thought I would be :))
Now I want to make my laser-rifle-wielding axolotl girl from space. The DMs cannot stop me.
Ship to ship combat? I guess we'll see. Can't wait to search for more mindflayers and continue my racial dietary profiling and eventual extinction of a horrid species.
Salutations,
In your article you state: “Some believe the original ships invented by illithid’s are the foundation for spelljammer ships we see today.”
According to the original works, the Arcane were the ones who created the helms. Are they no longer in Spelljammer, or are they altered to no longer be the creators of the helms?
Also, is the phlogiston now inside the spheres as well? That cant be a good thing.
Great article, the style was fun to read. I’ve been playing since 1985 and have all the original Spelljammer works. Boxed sets, modules, books and comics.
Looking forward to your reply.
Thank you.